Shader "UniStorm/Stars" { Properties { _TintColor ("Tint Color", Vector) = (0.5,0.5,0.5,0.5) _StarTex1 ("Star Texture 1", 2D) = "white" {} _StarTex2 ("Star Texture 2", 2D) = "white" {} _InvFade ("Soft Particles Factor", Range(0.01, 3)) = 1 _LoY ("Opaque Y", Float) = 0 _HiY ("Transparent Y", Float) = 10 } //DummyShaderTextExporter SubShader{ Tags { "RenderType" = "Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; struct Vertex_Stage_Input { float4 pos : POSITION; }; struct Vertex_Stage_Output { float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } float4 frag(Vertex_Stage_Output input) : SV_TARGET { return float4(1.0, 1.0, 1.0, 1.0); // RGBA } ENDHLSL } } }